/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt Creator. ** ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ****************************************************************************/ #include "qmlenginecontrolclient.h" #include "qpacketprotocol.h" #include #include namespace QmlDebug { QmlEngineControlClient::QmlEngineControlClient(QmlDebugConnection *client) : QmlDebugClient(QLatin1String("EngineControl"), client) { } /*! * Block the starting or stopping of the engine with id \a engineId for now. By calling * releaseEngine later the block can be lifted again. In the debugged application the engine control * server waits until a message is received before continuing. So by not sending a message here we * delay the process. Blocks add up. You have to call releaseEngine() as often as you've called * blockEngine before. The intention of that is to allow different debug clients to use the same * engine control and communicate with their respective counterparts before the QML engine starts or * shuts down. */ void QmlEngineControlClient::blockEngine(int engineId) { QTC_ASSERT(m_blockedEngines.contains(engineId), return); m_blockedEngines[engineId].blockers++; } /*! * Release the engine with id \a engineId. If no other blocks are present, depending on what the * engine is waiting for, the start or stop command is sent to the process being debugged. */ void QmlEngineControlClient::releaseEngine(int engineId) { QTC_ASSERT(m_blockedEngines.contains(engineId), return); EngineState &state = m_blockedEngines[engineId]; if (--state.blockers == 0) { QTC_ASSERT(state.releaseCommand != InvalidCommand, return); sendCommand(state.releaseCommand, engineId); m_blockedEngines.remove(engineId); } } QList QmlEngineControlClient::blockedEngines() const { return m_blockedEngines.keys(); } void QmlEngineControlClient::messageReceived(const QByteArray &data) { QPacket stream(dataStreamVersion(), data); qint32 message; qint32 id; QString name; stream >> message >> id; if (!stream.atEnd()) stream >> name; auto handleWaiting = [&](CommandType command, std::function emitter) { EngineState &state = m_blockedEngines[id]; QTC_CHECK(state.blockers == 0); QTC_CHECK(state.releaseCommand == InvalidCommand); state.releaseCommand = command; emitter(); if (state.blockers == 0) { sendCommand(state.releaseCommand, id); m_blockedEngines.remove(id); } }; switch (message) { case EngineAboutToBeAdded: handleWaiting(StartWaitingEngine, [&](){ emit engineAboutToBeAdded(id, name); }); break; case EngineAdded: emit engineAdded(id, name); break; case EngineAboutToBeRemoved: handleWaiting(StopWaitingEngine, [&](){ emit engineAboutToBeRemoved(id, name); }); break; case EngineRemoved: emit engineRemoved(id, name); break; } } void QmlEngineControlClient::sendCommand(QmlEngineControlClient::CommandType command, int engineId) { QPacket stream(dataStreamVersion()); stream << static_cast(command) << engineId; QmlDebugClient::sendMessage(stream.data()); } }